Dear FD, DX12 please?

There's only around 5% of PC users out there right now that have the hardware to utilize DX12. Porting existing code just to make 5% happy wouldn't justify the cost in fees for developing the change.
Actually anyone using windows 10 would get a boost if it runs native dx12 core, because said core doesn't _need_ dx12 hardware to add efficiency, you just wouldn't get the graphical advantages, but you would get the performance boost because dx12 handles things different, again as stated previously, still unproven, but if its true then anyone with windows 10 would gain a performance boost, or at least that is if I've read correctly. Specifically related to being able to spread graphical call load over more cores and similar more efficiently then dx11
 
How different is DX12 from DX 11, anyway? I've heard claims that it offers a huge performance increase, which leaves me skeptical about how easy converting code between the two would be. Would FD have to essentially double their work on the rendering code? That's a lot of money to put down on Rich's quoted 5% playerbase. Even more-so when you consider that it's not like DX11 is going to be dropped from support any time soon.

Perhaps I'm just biased; I plan to stick with Windows 7 as long as possible.

1. I'd like to see the 5% source.

2. DX12 offers a significant performance increase, if it's properly integrated in the engine code. Some old code (like Cobra) maybe won't, I really don't know.

3, If it supports DX12, it supports DX11. Could be wrong but, I believe I'm not. Happy to be educated if I'm wrong.

4. If, and that's a big IF, FD does pull off it's "plan" and lasts for ten years, eventually they will be forced to support the latest APIs to stay relevant, IMO.

5. I don't know FD's financial situation or the resources it may or may not have to go to DX12. Perhaps the recent suggestion of selling names is an attempt to bolster a weak manpower just for this purpose? Who knows?

All I know is the current VR support (lack thereof) is supposed to be GREATLY superior to the current DX11, which essentially has no VR code, at all. All of this is my opinion and as such is subject to be wrong as is any other opinion.
 
1. I'd like to see the 5% source.

2. DX12 offers a significant performance increase, if it's properly integrated in the engine code. Some old code (like Cobra) maybe won't, I really don't know.

Elite is on the Xbox, right?

That means the code has to have some DX12 features already.
 
Elite is on the Xbox, right?

That means the code has to have some DX12 features already.

I really don't know to be honest. I don't know anything about xbox other than my cell phone is more powerful and cost less. [where is it]

.....and has better graphics at higher resolution.
 
Elite is on the Xbox, right?

That means the code has to have some DX12 features already.

You are correct. The XBox 1 uses a low level API similar to DX12. I still would prefer Vulkan myself as I don't really want windows 10, but if it does become DX12 I will upgrade my PC. Also my AMD card will shine in DX12 as well.
 
My reading on DX12 features are that they are mainly under the covers allowing the decoupling of some of the processes thus enabling, among other things, asynchronous tasks to be performed.

Asynchronous processing is where the biggest gains for elite will be in allowing for much better use of the total processing bandwidth of the card pushing our cards closer to 100% utilisation.

I do believe however that a recent article has proved that all current NVidia cards do not have full hardware DX12 support. The most important feature giving the biggest performance boosts, the aforementioned asynchronous processing features, is emulated in software in the driver this results in overall performance drops when switching to DX12 on these cards. So we Nvidia owners may need to wait for the next generation of cards to see the performance increase anyway. :(
 
So 5% have the hardware, out of those 5%, 67% use Steam.

There are 120 million Steam Users. I'm guessing a majority of PC gamers (not counting Mine Sweeper) have Steam installed. So that's 67% of 120 million, or 80 million DX12 cards out there out of 1 billion Windows users. So closer to 8% of total Windows users.

But, most Windows users aren't gamers. So who cares what makes non-gamers happy when it comes to porting Elite: Dangerous over to DX12.

The question really should be, what percentage of Elite: Dangerous players have DX12 hardware.
 
My reading on DX12 features are that they are mainly under the covers allowing the decoupling of some of the processes thus enabling, among other things, asynchronous tasks to be performed.

Asynchronous processing is where the biggest gains for elite will be in allowing for much better use of the total processing bandwidth of the card pushing our cards closer to 100% utilisation.

I do believe however that a recent article has proved that all current NVidia cards do not have full hardware DX12 support. The most important feature giving the biggest performance boosts, the aforementioned asynchronous processing features, is emulated in software in the driver this results in overall performance drops when switching to DX12 on these cards. So we Nvidia owners may need to wait for the next generation of cards to see the performance increase anyway. :(

Unfortunately there is no guarantee that Nvidia will have async compute in the next group of cards either.
 
I'd rather official CV1 support, timewarp & VR SLI support before DX12 is even considered. Hell, I think I'd prefer to see meaningful content released to add more depth to the game before DX12 support.

Today's nVidia drivers include an elite dangerous 64-bit SLI profile. Anyone with SLI want to try it out and see if there are improvements in frame rate with SLI?
 
Today's nVidia drivers include an elite dangerous 64-bit SLI profile. Anyone with SLI want to try it out and see if there are improvements in frame rate with SLI?

They do and I use it, it adds substantial gain in terms of frames per second. However, traditional SLI adds latency, not so noticeable for standard gameplay but is both noticeable and undesirable when used in combination with a VR HMD. VR SLI, be it Nvidia or AMDs, needs to be integrated at engine level in order to provide its full benefits. I believe it reduces the latency and as I understand it, allows GPU per eye rendering.

If you are interested, Nvidia's 'Gameworks VR':
https://developer.nvidia.com/virtual-reality-development

Regrettably, SteamVR breaks SLI in its current form (or at least cripples it), maybe due to the extra layer it's adds between the Cobra engine and the display (HMD) in order to work around and provide Direct Mode support for the later Oculus runtimes. Hopefully this will have been resolved by the time the Vive ships meaning owners of the HTC device can play with fully working non VR SLI support. The Cobra engine being upgraded to support Oculus runtime 1.0 should do the same for Oculus users too. That said full VR SLI support would be the most benefiticial for both groups when using dual GPU setups.
 
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All AMD GPU or CPU users get a Performance boost with DX12. Also you have better Support into SLI / Crossfire you can use AMD GPU with a NVIDIA GPU in the same System! Also the System can use all of both VRAM on the GPU.

But why Support DX12 instead of Vulkan who is aviable for Windows 7-10, Linux, Android and soon OSX (MetalVK) and gets also more Performance?
 
They do and I use it, it adds substantial gain in terms of frames per second. However, traditional SLI adds latency, not so noticeable for standard gameplay but is both noticeable and undesirable when used in combination with a VR HMD. VR SLI, be it Nvidia or AMDs, needs to be integrated at engine level in order to provide its full benefits. I believe it reduces the latency and as I understand it, allows GPU per eye rendering.

If you are interested, Nvidia's 'Gameworks VR':
https://developer.nvidia.com/virtual-reality-development

Regrettably, SteamVR breaks SLI in its current form (or at least cripples it), maybe due to the extra layer it's adds between the Cobra engine and the display (HMD) in order to work around and provide Direct Mode support for the later Oculus runtimes. Hopefully this will have been resolved by the time the Vive ships meaning owners of the HTC device can play with fully working non VR SLI support. The Cobra engine being upgraded to support Oculus runtime 1.0 should do the same for Oculus users too. That said full VR SLI support would be the most benefiticial for both groups when using dual GPU setups.

How do you use this profile? I can't find it anywhere.
 
How do you use this profile? I can't find it anywhere.

You need the latest drivers. Release notes RE - SLI Profiles:

Application SLI Profiles
Added or updated the following SLI profiles:

Assassin's Creed Syndicate -
SLI profile changed (with driver code as well) to
make the application scale better

Bless -
DirectX 9 SLI profile
added, SLI set to SLI-Single

DayZ -
SLI AA and NVIDIA Control Panel AA enhance disabled

Dungeon Defenders 2 -
DirectX 9 SLI profile added

Elite Dangerous -
64-bit EXE added

Hard West -
DirectX 11 SLI profile added

Metal Gear Solid V: The Phantom Pain -
multiplayer EXE added to profile

Need for Speed -
profile EXEs updated to support trial version of the game

Plants vs Zombies Garden Warfare 2 -
SLI profile added

Rise of the Tomb Raider -
profile
added

Sebastien Loeb Rally Evo -
profile updated to match latest app behavior

Tom Clancy's Rainbow Six: Siege -
profile updated to match latest app behavior

Tom Clancy's The Division -
profile
added

XCOM 2 -
SLI profile added (including
necessary code change

Seemed to boost my frames using Runtime 0.5.
 
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There are 120 million Steam Users. I'm guessing a majority of PC gamers (not counting Mine Sweeper) have Steam installed. So that's 67% of 120 million, or 80 million DX12 cards out there out of 1 billion Windows users. So closer to 8% of total Windows users.

But, most Windows users aren't gamers. So who cares what makes non-gamers happy when it comes to porting Elite: Dangerous over to DX12.

The question really should be, what percentage of Elite: Dangerous players have DX12 hardware.

Exactly, thank you. The exact numbers are going to be a bit different (I don't think every Steam user participates in the survey), but it's good enough to ballpark
 
Exactly, thank you. The exact numbers are going to be a bit different (I don't think every Steam user participates in the survey), but it's good enough to ballpark

Every GCN based card since 2011 does basically support DX12. So you can tell that nearly 100% of all Elite Dangerous players with an AMD card have DX12 capable hardware. Nvidia cards dont support DX12 fully in hardware, but most parts of the software feature level shouldnt be a problem. A swap from DX11 to DX12 would also give a general slight increase in performance even on cards that dont support the whole feature level.
 
I would prefer it if the went down the Vulkan route. I don't want to use Windows 10.

I absolutely agree, Vulcan is a better choice. Only with my arm twisted and as a last solution I would go to W10.

Anyway do anyone know if I could install W10 on a separate drive and then multi boot into the OS I want? Don't you need a special boot up thingy?
 
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